Inventory last scanned: 4/27/2026, 6:15:19 PM
Sorcery // Sorcery
Creature — Horror Mercenary
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {4}, {T}: Search your library for a Mercenary permanent card with mana value 4 or less, put it onto the battlefield, then shuffle.
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Land
This land enters tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {C}.
Artifact Creature — Construct
When this creature dies, add {C}{C}{C}.
Artifact
{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Enchantment
Whenever a creature you control with power 1 or less attacks, this enchantment deals 1 damage to the player or planeswalker that creature is attacking.
Creature — Elemental Knight
Vigilance When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token. When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature — Elemental Knight
{1}{R}: Creatures you control get +1/+0 and gain haste until end of turn. When this creature enters, discard any number of cards, then draw that many cards. When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
Creature — Elemental Knight
Flying When this creature enters, draw three cards, then put two cards from your hand on top of your library in any order. When this creature dies, shuffle it into its owner's library, then scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Land
If you control two or more other lands, this land enters tapped. {T}: Add {W}. {4}{W}: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Enchantment Creature — Nymph
Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Enchanted creature gets +2/+2 and has intimidate.
Land
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
Creature — Elemental
Flying Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.
Enchantment Creature — Archon
Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
Land
This land enters tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Creature — Elemental
At the beginning of each upkeep, you gain 3 life.
Creature — Bird Cleric
Flying When this creature dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
Legendary Creature — Kirin Spirit
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.
Creature — Zombie
Other Zombie creatures you control get +1/+1. {2}{B}, {T}: Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Creature — Plant Centaur
Trample This creature enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay {G}{G}. If you do, return this card from your graveyard to your hand.
Land
{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Creature — Octopus Wizard
Whenever this creature deals combat damage to a player, return up to that many target permanents that player controls to their owner's hand.
Creature — Octopus
{U}{U}: Tap target creature without flying.
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays {X}, where X is the number of cards in all graveyards with the same name as the spell.
Creature — Octopus Rogue
At the beginning of your upkeep, put a shred counter on this creature. Then mill a card for each shred counter on this creature.
Sorcery
Target opponent reveals the top card of their library. Cerebral Eruption deals damage equal to the revealed card's mana value to that player and each creature that player controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards they've drawn this turn.
Instant
Counter target colorless spell.
Creature — Volver
Kicker {1}{R} and/or {G} (You may pay an additional {1}{R} and/or {G} as you cast this spell.) If this creature was kicked with its {1}{R} kicker, it enters with two +1/+1 counters on it and with first strike. If this creature was kicked with its {G} kicker, it enters with a +1/+1 counter on it and with trample.
Sorcery
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay {R}{R}. If the player does, they may copy this spell and may choose a new target for that copy.
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Instant
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Enchantment — Aura
Enchant Mountain you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
Sorcery
Target player sacrifices a creature of their choice. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Legendary Creature — Human Minion
All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer leaves the battlefield, exile all Nightmares.
Legendary Creature — Human Minion
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn. Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Artifact
This artifact enters with X charge counters on it. Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.
Artifact Creature — Construct
This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. {X}, {T}, Remove X +1/+1 counters from this creature: It deals X damage to any target. {W}{U}{B}{R}{G}: Return this card from your graveyard to your hand.
Creature — Shapeshifter
Changeling (This card is every creature type.) Protection from black {2}{G}{G}: This creature gets +X/+X until end of turn, where X is its power.
Creature — Vampire Knight
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Creature — Human Warrior
Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature — Jackal Warrior
You may exert this creature as it attacks. When you do, you may put a creature card from your hand onto the battlefield. (An exerted creature won't untap during your next untap step.)
Creature — Skeleton Warrior
{3}{B}{B}, {T}, Sacrifice X other creatures: Return X target creature cards from your graveyard to the battlefield. {5}{B}{B}: Put this card from your graveyard on top of your library.
Token Creature — Zombie Snake Wizard
When this token enters, you may draw cards equal to its power. If you do, discard two cards.
Creature — Human Soldier
Whenever another Human you control enters, put a +1/+1 counter on this creature.
Creature — Zombie
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
Enchantment
Whenever you win a coin flip, put a luck counter on this enchantment. At the beginning of your upkeep, if this enchantment has ten or more luck counters on it, you win the game.
Instant
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Creature — Phyrexian Angel
You may reveal this card from your opening hand. If you do, when each opponent casts their first spell of the game, counter that spell unless that player pays {1}. Flying Whenever an opponent casts a spell, counter it unless that player pays {1}.
Creature — Phyrexian Vampire
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent loses 3 life, then you gain life equal to the life lost this way. Flying, lifelink
Creature — Phyrexian Giant
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Phyrexian Goblin creature token with haste. When this creature enters, create X 1/1 red Phyrexian Goblin creature tokens with haste, where X is the number of creatures you control.
Creature — Phyrexian Sphinx
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent mills seven cards. Flying When this creature enters, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.
Creature — Phyrexian Beast
You may reveal this card from your opening hand. If you do, at the beginning of your first main phase of the game, add {G}. Vigilance, reach
Legendary Creature — Human Rogue
{R}{R}{R}, {T}: Destroy target artifact creature.
Legendary Planeswalker — Chandra
+1: Discard a card. If a red card is discarded this way, Chandra deals 4 damage to any target. −2: Each player discards their hand, then draws three cards. −7: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.